// Emacs style mode select	 -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
//		Weapon sprite animation, weapon objects.
//		Action functions for weapons.
//
//-----------------------------------------------------------------------------

static const char
rcsid[] = "$Id: p_pspr.c,v 1.5 1997/02/03 22:45:12 b1 Exp $";

#include "doomdef.h"
#include "d_event.h"


#include "m_random.h"
#include "p_local.h"
#include "s_sound.h"

// State.
#include "doomstat.h"

// Data.
#include "sounds.h"

#include "p_pspr.h"

#define LOWERSPEED				FRACUNIT*6
#define RAISESPEED				FRACUNIT*6

#define WEAPONBOTTOM	128*FRACUNIT
#define WEAPONTOP				32*FRACUNIT


// plasma cells for a bfg attack
#define BFGCELLS				40


//
// P_SetPsprite
//
void
P_SetPsprite
( player_t*		player,
  int			position,
  statenum_t	stnum )
{
    pspdef_t*	psp;
    state_t*	state;

    psp = &player->psprites[position];

    do
    {
        if (!stnum)
        {
            // object removed itself
            psp->state = NULL;
            break;
        }

        state = &states[stnum];
        psp->state = state;
        psp->tics = state->tics;		// could be 0

        if (state->misc1)
        {
            // coordinate set
            psp->sx = state->misc1 << FRACBITS;
            psp->sy = state->misc2 << FRACBITS;
        }

        // Call action routine.
        // Modified handling.
        if (state->action.acp2)
        {
            state->action.acp2(player, psp);
            if (!psp->state)
                break;
        }

        stnum = psp->state->nextstate;

    } while (!psp->tics);
    // an initial state of 0 could cycle through
}



//
// P_CalcSwing
//
fixed_t			swingx;
fixed_t			swingy;

void P_CalcSwing (player_t*		player)
{
    fixed_t		swing;
    int			angle;

    // OPTIMIZE: tablify this.
    // A LUT would allow for different modes,
    //	and add flexibility.

    swing = player->bob;

    angle = (FINEANGLES/70*leveltime)&FINEMASK;
    swingx = FixedMul ( swing, finesine[angle]);

    angle = (FINEANGLES/70*leveltime+FINEANGLES/2)&FINEMASK;
    swingy = -FixedMul ( swingx, finesine[angle]);
}



//
// P_BringUpWeapon
// Starts bringing the pending weapon up
// from the bottom of the screen.
// Uses player
//
void P_BringUpWeapon (player_t* player)
{
    statenum_t	newstate;

    if (player->pendingweapon == wp_nochange)
        player->pendingweapon = player->readyweapon;

    if (player->pendingweapon == wp_chainsaw)
        S_StartSound (player->mo, sfx_sawup);

    newstate = weaponinfo[player->pendingweapon].upstate;

    player->pendingweapon = wp_nochange;
    player->psprites[ps_weapon].sy = WEAPONBOTTOM;

    P_SetPsprite (player, ps_weapon, newstate);
}

//
// P_CheckAmmo
// Returns true if there is enough ammo to shoot.
// If not, selects the next weapon to use.
//
boolean P_CheckAmmo (player_t* player)
{
    ammotype_t			ammo;
    int					count;

    ammo = weaponinfo[player->readyweapon].ammo;

    // Minimal amount for one shot varies.
    if (player->readyweapon == wp_bfg)
        count = BFGCELLS;
    else if (player->readyweapon == wp_supershotgun)
        count = 2;		// Double barrel.
    else
        count = 1;		// Regular.

    // Some do not need ammunition anyway.
    // Return if current ammunition sufficient.
    if (ammo == am_noammo || player->ammo[ammo] >= count)
        return true;

    // Out of ammo, pick a weapon to change to.
    // Preferences are set here.
    do
    {
        if (player->weaponowned[wp_plasma]
                && player->ammo[am_cell]
                && (gamemode != shareware) )
        {
            player->pendingweapon = wp_plasma;
        }
        else if (player->weaponowned[wp_supershotgun]
                 && player->ammo[am_shell]>2
                 && (gamemode == commercial) )
        {
            player->pendingweapon = wp_supershotgun;
        }
        else if (player->weaponowned[wp_chaingun]
                 && player->ammo[am_clip])
        {
            player->pendingweapon = wp_chaingun;
        }
        else if (player->weaponowned[wp_shotgun]
                 && player->ammo[am_shell])
        {
            player->pendingweapon = wp_shotgun;
        }
        else if (player->ammo[am_clip])
        {
            player->pendingweapon = wp_pistol;
        }
        else if (player->weaponowned[wp_chainsaw])
        {
            player->pendingweapon = wp_chainsaw;
        }
        else if (player->weaponowned[wp_missile]
                 && player->ammo[am_misl])
        {
            player->pendingweapon = wp_missile;
        }
        else if (player->weaponowned[wp_bfg]
                 && player->ammo[am_cell]>40
                 && (gamemode != shareware) )
        {
            player->pendingweapon = wp_bfg;
        }
        else
        {
            // If everything fails.
            player->pendingweapon = wp_fist;
        }

    } while (player->pendingweapon == wp_nochange);

    // Now set appropriate weapon overlay.
    P_SetPsprite (player,
                  ps_weapon,
                  weaponinfo[player->readyweapon].downstate);

    return false;
}


//
// P_FireWeapon.
//
void P_FireWeapon (player_t* player)
{
    statenum_t	newstate;

    if (!P_CheckAmmo (player))
        return;

    P_SetMobjState (player->mo, S_PLAY_ATK1);
    newstate = weaponinfo[player->readyweapon].atkstate;
    P_SetPsprite (player, ps_weapon, newstate);
    P_NoiseAlert (player->mo, player->mo);
}



//
// P_DropWeapon
// Player died, so put the weapon away.
//
void P_DropWeapon (player_t* player)
{
    P_SetPsprite (player,
                  ps_weapon,
                  weaponinfo[player->readyweapon].downstate);
}



//
// A_WeaponReady
// The player can fire the weapon
// or change to another weapon at this time.
// Follows after getting weapon up,
// or after previous attack/fire sequence.
//
void
A_WeaponReady
( player_t*		player,
  pspdef_t*		psp )
{
    statenum_t	newstate;
    int			angle;

    // get out of attack state
    if (player->mo->state == &states[S_PLAY_ATK1]
            || player->mo->state == &states[S_PLAY_ATK2] )
    {
        P_SetMobjState (player->mo, S_PLAY);
    }

    if (player->readyweapon == wp_chainsaw
            && psp->state == &states[S_SAW])
    {
        S_StartSound (player->mo, sfx_sawidl);
    }

    // check for change
    //	if player is dead, put the weapon away
    if (player->pendingweapon != wp_nochange || !player->health)
    {
        // change weapon
        //	(pending weapon should allready be validated)
        newstate = weaponinfo[player->readyweapon].downstate;
        P_SetPsprite (player, ps_weapon, newstate);
        return;
    }

    // check for fire
    //	the missile launcher and bfg do not auto fire
    if (player->cmd.buttons & BT_ATTACK)
    {
        if ( !player->attackdown
                || (player->readyweapon != wp_missile
                    && player->readyweapon != wp_bfg) )
        {
            player->attackdown = true;
            P_FireWeapon (player);
            return;
        }
    }
    else
        player->attackdown = false;

    // bob the weapon based on movement speed
    angle = (128*leveltime)&FINEMASK;
    psp->sx = FRACUNIT + FixedMul (player->bob, finecosine[angle]);
    angle &= FINEANGLES/2-1;
    psp->sy = WEAPONTOP + FixedMul (player->bob, finesine[angle]);
}



//
// A_ReFire
// The player can re-fire the weapon
// without lowering it entirely.
//
void A_ReFire
( player_t*		player,
  pspdef_t*		psp )
{

    // check for fire
    //	(if a weaponchange is pending, let it go through instead)
    if ( (player->cmd.buttons & BT_ATTACK)
            && player->pendingweapon == wp_nochange
            && player->health)
    {
        player->refire++;
        P_FireWeapon (player);
    }
    else
    {
        player->refire = 0;
        P_CheckAmmo (player);
    }
}


void
A_CheckReload
( player_t*		player,
  pspdef_t*		psp )
{
    P_CheckAmmo (player);
#if 0
    if (player->ammo[am_shell]<2)
        P_SetPsprite (player, ps_weapon, S_DSNR1);
#endif
}



//
// A_Lower
// Lowers current weapon,
//	and changes weapon at bottom.
//
void
A_Lower
( player_t*		player,
  pspdef_t*		psp )
{
    psp->sy += LOWERSPEED;

    // Is already down.
    if (psp->sy < WEAPONBOTTOM )
        return;

    // Player is dead.
    if (player->playerstate == PST_DEAD)
    {
        psp->sy = WEAPONBOTTOM;

        // don't bring weapon back up
        return;
    }

    // The old weapon has been lowered off the screen,
    // so change the weapon and start raising it
    if (!player->health)
    {
        // Player is dead, so keep the weapon off screen.
        P_SetPsprite (player,  ps_weapon, S_NULL);
        return;
    }

    player->readyweapon = player->pendingweapon;

    P_BringUpWeapon (player);
}


//
// A_Raise
//
void
A_Raise
( player_t*		player,
  pspdef_t*		psp )
{
    statenum_t	newstate;

    psp->sy -= RAISESPEED;

    if (psp->sy > WEAPONTOP )
        return;

    psp->sy = WEAPONTOP;

    // The weapon has been raised all the way,
    //	so change to the ready state.
    newstate = weaponinfo[player->readyweapon].readystate;

    P_SetPsprite (player, ps_weapon, newstate);
}



//
// A_GunFlash
//
void
A_GunFlash
( player_t*		player,
  pspdef_t*		psp )
{
    P_SetMobjState (player->mo, S_PLAY_ATK2);
    P_SetPsprite (player,ps_flash,weaponinfo[player->readyweapon].flashstate);
}



//
// WEAPON ATTACKS
//


//
// A_Punch
//
void
A_Punch
( player_t*		player,
  pspdef_t*		psp )
{
    angle_t		angle;
    int			damage;
    int			slope;

    damage = (P_Random ()%10+1)<<1;

    if (player->powers[pw_strength])
        damage *= 10;

    angle = player->mo->angle;
    angle += (P_Random()-P_Random())<<18;
    slope = P_AimLineAttack (player->mo, angle, MELEERANGE);
    P_LineAttack (player->mo, angle, MELEERANGE, slope, damage);

    // turn to face target
    if (linetarget)
    {
        S_StartSound (player->mo, sfx_punch);
        player->mo->angle = R_PointToAngle2 (player->mo->x,
                                             player->mo->y,
                                             linetarget->x,
                                             linetarget->y);
    }
}


//
// A_Saw
//
void
A_Saw
( player_t*		player,
  pspdef_t*		psp )
{
    angle_t		angle;
    int			damage;
    int			slope;

    damage = 2*(P_Random ()%10+1);
    angle = player->mo->angle;
    angle += (P_Random()-P_Random())<<18;

    // use meleerange + 1 se the puff doesn't skip the flash
    slope = P_AimLineAttack (player->mo, angle, MELEERANGE+1);
    P_LineAttack (player->mo, angle, MELEERANGE+1, slope, damage);

    if (!linetarget)
    {
        S_StartSound (player->mo, sfx_sawful);
        return;
    }
    S_StartSound (player->mo, sfx_sawhit);

    // turn to face target
    angle = R_PointToAngle2 (player->mo->x, player->mo->y,
                             linetarget->x, linetarget->y);
    if (angle - player->mo->angle > ANG180)
    {
        if (angle - player->mo->angle < -ANG90/20)
            player->mo->angle = angle + ANG90/21;
        else
            player->mo->angle -= ANG90/20;
    }
    else
    {
        if (angle - player->mo->angle > ANG90/20)
            player->mo->angle = angle - ANG90/21;
        else
            player->mo->angle += ANG90/20;
    }
    player->mo->flags |= MF_JUSTATTACKED;
}



//
// A_FireMissile
//
void
A_FireMissile
( player_t*		player,
  pspdef_t*		psp )
{
    player->ammo[weaponinfo[player->readyweapon].ammo]--;
    P_SpawnPlayerMissile (player->mo, MT_ROCKET);
}


//
// A_FireBFG
//
void
A_FireBFG
( player_t*		player,
  pspdef_t*		psp )
{
    player->ammo[weaponinfo[player->readyweapon].ammo] -= BFGCELLS;
    P_SpawnPlayerMissile (player->mo, MT_BFG);
}



//
// A_FirePlasma
//
void
A_FirePlasma
( player_t*		player,
  pspdef_t*		psp )
{
    player->ammo[weaponinfo[player->readyweapon].ammo]--;

    P_SetPsprite (player,
                  ps_flash,
                  weaponinfo[player->readyweapon].flashstate+(P_Random ()&1) );

    P_SpawnPlayerMissile (player->mo, MT_PLASMA);
}



//
// P_BulletSlope
// Sets a slope so a near miss is at aproximately
// the height of the intended target
//
fixed_t			bulletslope;


void P_BulletSlope (mobj_t*		mo)
{
    angle_t		an;

    // see which target is to be aimed at
    an = mo->angle;
    bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);

    if (!linetarget)
    {
        an += 1<<26;
        bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
        if (!linetarget)
        {
            an -= 2<<26;
            bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT);
        }
    }
}


//
// P_GunShot
//
void
P_GunShot
( mobj_t*		mo,
  boolean		accurate )
{
    angle_t		angle;
    int			damage;

    damage = 5*(P_Random ()%3+1);
    angle = mo->angle;

    if (!accurate)
        angle += (P_Random()-P_Random())<<18;

    P_LineAttack (mo, angle, MISSILERANGE, bulletslope, damage);
}


//
// A_FirePistol
//
void
A_FirePistol
( player_t*		player,
  pspdef_t*		psp )
{
    S_StartSound (player->mo, sfx_pistol);

    P_SetMobjState (player->mo, S_PLAY_ATK2);
    player->ammo[weaponinfo[player->readyweapon].ammo]--;

    P_SetPsprite (player,
                  ps_flash,
                  weaponinfo[player->readyweapon].flashstate);

    P_BulletSlope (player->mo);
    P_GunShot (player->mo, !player->refire);
}


//
// A_FireShotgun
//
void
A_FireShotgun
( player_t*		player,
  pspdef_t*		psp )
{
    int			i;

    S_StartSound (player->mo, sfx_shotgn);
    P_SetMobjState (player->mo, S_PLAY_ATK2);

    player->ammo[weaponinfo[player->readyweapon].ammo]--;

    P_SetPsprite (player,
                  ps_flash,
                  weaponinfo[player->readyweapon].flashstate);

    P_BulletSlope (player->mo);

    for (i=0 ; i<7 ; i++)
        P_GunShot (player->mo, false);
}



//
// A_FireShotgun2
//
void
A_FireShotgun2
( player_t*		player,
  pspdef_t*		psp )
{
    int			i;
    angle_t		angle;
    int			damage;


    S_StartSound (player->mo, sfx_dshtgn);
    P_SetMobjState (player->mo, S_PLAY_ATK2);

    player->ammo[weaponinfo[player->readyweapon].ammo]-=2;

    P_SetPsprite (player,
                  ps_flash,
                  weaponinfo[player->readyweapon].flashstate);

    P_BulletSlope (player->mo);

    for (i=0 ; i<20 ; i++)
    {
        damage = 5*(P_Random ()%3+1);
        angle = player->mo->angle;
        angle += (P_Random()-P_Random())<<19;
        P_LineAttack (player->mo,
                      angle,
                      MISSILERANGE,
                      bulletslope + ((P_Random()-P_Random())<<5), damage);
    }
}


//
// A_FireCGun
//
void
A_FireCGun
( player_t*		player,
  pspdef_t*		psp )
{
    S_StartSound (player->mo, sfx_pistol);

    if (!player->ammo[weaponinfo[player->readyweapon].ammo])
        return;

    P_SetMobjState (player->mo, S_PLAY_ATK2);
    player->ammo[weaponinfo[player->readyweapon].ammo]--;

    P_SetPsprite (player,
                  ps_flash,
                  weaponinfo[player->readyweapon].flashstate
                  + psp->state
                  - &states[S_CHAIN1] );

    P_BulletSlope (player->mo);

    P_GunShot (player->mo, !player->refire);
}



//
// ?
//
void A_Light0 (player_t *player, pspdef_t *psp)
{
    player->extralight = 0;
}

void A_Light1 (player_t *player, pspdef_t *psp)
{
    player->extralight = 1;
}

void A_Light2 (player_t *player, pspdef_t *psp)
{
    player->extralight = 2;
}


//
// A_BFGSpray
// Spawn a BFG explosion on every monster in view
//
void A_BFGSpray (mobj_t* mo)
{
    int					i;
    int					j;
    int					damage;
    angle_t				an;

    // offset angles from its attack angle
    for (i=0 ; i<40 ; i++)
    {
        an = mo->angle - ANG90/2 + ANG90/40*i;

        // mo->target is the originator (player)
        //	of the missile
        P_AimLineAttack (mo->target, an, 16*64*FRACUNIT);

        if (!linetarget)
            continue;

        P_SpawnMobj (linetarget->x,
                     linetarget->y,
                     linetarget->z + (linetarget->height>>2),
                     MT_EXTRABFG);

        damage = 0;
        for (j=0; j<15; j++)
            damage += (P_Random()&7) + 1;

        P_DamageMobj (linetarget, mo->target,mo->target, damage);
    }
}


//
// A_BFGsound
//
void
A_BFGsound
( player_t*		player,
  pspdef_t*		psp )
{
    S_StartSound (player->mo, sfx_bfg);
}



//
// P_SetupPsprites
// Called at start of level for each player.
//
void P_SetupPsprites (player_t* player)
{
    int i;

    // remove all psprites
    for (i=0 ; i<NUMPSPRITES ; i++)
        player->psprites[i].state = NULL;

    // spawn the gun
    player->pendingweapon = player->readyweapon;
    P_BringUpWeapon (player);
}




//
// P_MovePsprites
// Called every tic by player thinking routine.
//
void P_MovePsprites (player_t* player)
{
    int			i;
    pspdef_t*	psp;
    state_t*	state;

    psp = &player->psprites[0];
    for (i=0 ; i<NUMPSPRITES ; i++, psp++)
    {
        // a null state means not active
        if ( (state = psp->state) )
        {
            // drop tic count and possibly change state

            // a -1 tic count never changes
            if (psp->tics != -1)
            {
                psp->tics--;
                if (!psp->tics)
                    P_SetPsprite (player, i, psp->state->nextstate);
            }
        }
    }

    player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
    player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
}


